Creature Loot: A

1d10 Aarakocra Feathers: No immediate use. Can be crafted (alchemist’s supplies) into incense to burn in a Censer of Controlling Air Elementals, allowing one additional use of the item per day. Consumed upon use.

Aboleth (10) – aberration (arcana)

3 Aboleth Tentacles: each acts as a whip. 3 Tentacles can be Mastercrafted (Smith’s Tools) by a Drow into a Tentacle Rod.

1 Vial of Aboleth Mucous: Acts as basic poison (PHB pg 153). Can be carefully crafted (alchemist’s supplies) into a poison called Aboleth’s Bane. When ingested, a creature must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by Heal or another disease-curing spell of 6th level or higher. While in this stage of the disease, the creature takes 6 (1d12) acid damage every 10 minutes unless it is submerged in water or has at least two gallons of water poured on its skin.

3d10 Aboleth Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into a set of dice that are sensitive to psychic energy.

1 Aboleth hide: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a Cloak of the Manta Ray.

1 Aboleth’s bladder: Acts as a waterskin. Can be mastercrafted (leatherworker’s tools) into a Decanter of Endless Water, with the additional choice of delivering toxic water on “Stream”. The Toxic Water acts as basic poison if ingested.

Angels

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Not that they deserve to die... but they do have stats...

Deva (10) – celestial (religion)

1 Holy Mace: Acts as a magical mace that deals an additional 18 (4d8) radiant damage upon a hit. If wielded by a creature with a different alignment than the angel's creator, on a critical failure the weapon fuses to their body, triggering a horrific transformation that cannot be stopped except by a Wish spell. The creature transforms into the original angel, who gains all its stats and abilities and has full hit points. The transformation takes 1d10 minutes, and kills the original creature.

6 Holy Feathers: Each acts as a Holy Symbol. When touched, they char the skin of any creature with an alignment different than the angel’s creator. Each can replace 500 GP of Diamonds for the material component of a Resurrection Spell.

2 Blessed Gauntlets: Requires attunement. When worn together, the wielder gains a +1 bonus to AC, and they may cast Spare the Dying three times per day.

1 Sacred Robe: Acts as padded armor. If the wearer worships a god of the same alignment as the angel's creator, then the wearer does not need food, drink or sleep while wearing the armor. In addition, they gain the benefits of a short rest after 30 minutes of prayer, and the benefits of a long rest after 4 hours of prayer.

Planetar (16) – celestial (religion)

1 Holy Greatsword:
Acts as a magical greatsword that deals an additional 22 (5d8) radiant damage upon a hit. If wielded by a creature with a different alignment than the angel's creator, on a critical failure the weapon fuses to their body, triggering a horrific transformation that cannot be stopped except by a Wish spell. The creature transforms into the original angel, who gains all its stats and abilities and has full hit points. The transformation takes 1d10 minutes, and kills the original creature.

1 Consecrating Sash:
Requires attunement. While attuned, the wearer can cast Death Ward on themselves once per day. If the sash is wrapped
around a corpse or other remains, it has the effect of a Gentle Repose spell as long as it remains around the body.

8 holy feathers:
Each acts as a Holy Symbol. When touched, they char the skin of any creature with an alignment different than the angel’s creator. Each can replace 500 GP of Diamonds for the material component of a Resurrection Spell.

2 Blessed Gauntlets: Requires attunement. When worn together, the wielder gains a +1 bonus to AC, and they may cast Spare the Dying three times per day.

1 Sacred Robe: Acts as padded armor. If the wearer worships a god of the same alignment as the angel's creator, then the wearer does not need food, drink or sleep while wearing the armor. In addition, they gain the benefits of a short rest after 30 minutes of prayer, and the benefits of a long rest after 4 hours of prayer.

Solar (21) – celestial (religion)

1 Holy Greatsword:
Acts as a magical greatsword that deals an additional 27 (6d8) radiant damage upon a hit. If wielded by a creature with a different alignment than the angel's creator, on a critical failure the weapon fuses to their body, triggering a horrific transformation that cannot be stopped except by a Wish spell. The creature transforms into the original angel, who gains all its stats and abilities and has full hit points. The transformation takes 1d10 minutes, and kills the original creature.

1 Holy Longbow: Acts as a magical longbow that deals an additional 27 (6d8) radiant damage upon a hit. If wielded by a creature with a different alignment than the angel's creator, on a critical failure the weapon fuses to their body, triggering a horrific transformation that cannot be stopped except by a Wish spell. The creature transforms into the original angel, who gains all its stats and abilities and has full hit points. The transformation takes 1d10 minutes, and kills the original creature.

1 Consecrating Sash: Requires attunement. While attuned, the wearer can cast Death Ward on themselves once per day. If the sash is wrapped around a corpse or other remains, it has the effect of a Gentle Repose spell as long as it remains around the body.

1 God’s Pendant: Requires attunement. While attuned, the wearer may cast Commune once per day. If the spell is used to contact any extraplanar being other than the Solar's creator or patron God, the wearer must make a DC 20 Wisdom check. On a failure, the spell contacts the Solar's creator or patron God.

1 Head of a Solar: The head continually whispers prayers of blood and vengeance. The creature who killed the solar can always hear these prayers, no matter what distance they are from the head or what measures are taken to stop the sound. After 1d6 days, a Planetar arrives at the killer's location to collect the head. If they do not have the head, the Planetar will become hostile. If killed, another will come in 1d6 days. If the killer has the head and gives it to the Planetar, the Planetar eats the head and gives up its body to resurrect the Solar. The Solar returns with full hit points and all its weapons and abilities. The Solar will then attempt to kill the creature who killed it. Looking into the eyes of the head causes an epileptic fit of faith in any creature who does not share the alignment of the Solar's creator. The fit lasts 1d4 hours and cannot be stopped except by a Wish spell or divine intervention. A creature may make a DC 25 Wisdom saving throw to avert its gaze before looking directly into the eyes. The head can be traded for a major boon from a Lord of the Nine Hells. It can be used as a Holy Symbol and will double the effect of any hit points healed or damage dealt by a cleric spell cast by a cleric that shares an alignment with the Solar's creator. If the head is buried under a castle, the walls of that castle gain immunity to any damage dealt by any creature with a different alignment than the Solar's creator or patron God.

11 holy feathers: Each acts as a Holy Symbol. When touched, they char the skin of any creature with an alignment different than the angel’s creator. Each can replace 500 GP of Diamonds for the material component of a Resurrection Spell.

2 Blessed Gauntlets: Requires attunement. When worn together, the wielder gains a +1 bonus to AC, and they may cast Spare the Dying three times per day.

1 Sacred Robe: Acts as padded armor. If the wearer worships a god of the same alignment as the angel's creator, then the wearer does not need food, drink or sleep while wearing the armor. In addition, they gain the benefits of a short rest after 30 minutes of prayer, and the benefits of a long rest after 4 hours of prayer.

Animated Objects

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Eternal guardians and it won't cost you an arm and a leg!

Animated Armor (1) – construct (arcana)

1 Tattered Set of
Plate Armor

1 Animating Sigil: Can be used as a material component in an Animate Objects spell. If used this way, the spell can only animate 1 nonmagical object of medium or smaller size, however, it remains animated as long as the sigil remains intact on the object (no concentration required). The sigil is consumed upon use.

Flying Sword (1/4) – construct (arcana)

1 Tattered
Longsword

1 Animating Sigil: Can be used as a material component in an Animate Objects spell. If used this way, the spell can only animate 1 nonmagical object of medium or smaller size, however, it remains animated as long as the sigil remains intact on the object (no concentration required). The sigil is consumed upon use.

Rug of Smothering (2) – construct (arcana)

1 Tattered Carpet

1 Animating Sigil: Can be used as a material component in an Animate Objects spell. If used this way, the spell can only animate 1 nonmagical object of medium or smaller size, however, it remains animated as long as the sigil remains intact on the object (no concentration required). The sigil is consumed upon use.

1 Animate Carpet Patch: no
immediate use, can be mastercrafted (transmutation) by a spellcaster into a
Carpet of Flying (maximum dimensions 4 x 6 feet).

It's an eat-them-before-they-eat-you world out there

Ankheg (2) – monstrosity (nature)

1 Ankheg Claw: acts as a shovel. Can be carefully crafted (smith’s tools) into a Greatsword that deals an additional 1d6 acid damage on a hit.

1 Vial of Ankheg acid: Acts as a vial of acid (PHB pg. 148). Can be crafted (alchemist’s supplies) into a Vial of Potent Acid (as a normal vial, but deals 3d6 acid damage on a hit).

Azer (2) – elemental (arcana)

1 Tattered Warhammer

1d6 25 gp gems

1 Azer Heart: If touched or held, deals
5 fire damage per round to the holder. If placed in a fire, it returns to the
Elemental Plane of Fire. The heart burns out in 1d4 hours. While burning, can
be carefully crafted (transmutation) by a spellcaster into an Elemental Gem (Red Corundum).